OpenGL ES 3.0 Programming Guide (2nd Edition) by Dan Ginsburg, Budirijanto Purnomo

By Dan Ginsburg, Budirijanto Purnomo

Product Description
OpenGL® ES™ is the industry’s best software program interface and portraits library for rendering refined 3D snap shots on hand held and embedded units. the latest model, OpenGL ES 3.0, makes it attainable to create gorgeous visuals for brand new video games and apps, with no compromising equipment functionality or battery life.

In the OpenGL ® ES ™ 3.0 Programming advisor, moment variation, the authors conceal the whole API and Shading Language. They conscientiously introduce OpenGL ES 3.0 beneficial properties resembling shadow mapping, instancing, a number of render goals, uniform buffer items, texture compression, application binaries, and rework feedback.

Through unique, downloadable C-based code examples, you’ll methods to organize and application each element of the pictures pipeline. step-by-step, you’ll circulate from introductory ideas the entire method to complex per-pixel lights and particle platforms. all through, you’ll locate state of the art assistance for optimizing functionality, maximizing potency with either the API and undefined, and completely leveraging OpenGL ES 3.0 in a large spectrum of applications.

All code has been outfitted and proven on iOS 7, Android 4.3, home windows (OpenGL ES 3.0 Emulation), and Ubuntu Linux, and the authors show easy methods to construct OpenGL ES code for every platform.

Coverage includes
EGL API: speaking with the local windowing approach, picking configurations, and developing rendering contexts and surfaces
Shaders: developing and attaching shader items; compiling shaders; checking for bring together error; growing, linking, and querying application gadgets; and utilizing resource shaders and software binaries
OpenGL ES Shading Language: variables, kinds, constructors, constructions, arrays, attributes, uniform blocks, I/O variables, precision qualifiers, and invariance
Geometry, vertices, and primitives: inputting geometry into the pipeline, and assembling it into primitives
2D/3D, Cubemap, Array texturing: production, loading, and rendering; texture wrap modes, filtering, and codecs; compressed textures, sampler gadgets, immutable textures, pixel unpack buffer gadgets, and mipmapping
Fragment shaders: multitexturing, fog, alpha try out, and consumer clip planes
Fragment operations: scissor, stencil, and intensity exams; multisampling, mixing, and dithering
Framebuffer gadgets: rendering to offscreen surfaces for complex effects
Advanced rendering: per-pixel lights, surroundings mapping, particle platforms, snapshot post-processing, procedural textures, shadow mapping, terrain, and projective texturing
Sync gadgets and fences: synchronizing inside of host software and GPU execution

This version of the ebook contains a colour insert of the OpenGL ES 3.0 API and OpenGL ES Shading Language 3.0 Reference playing cards created through Khronos. The reference playing cards comprise an entire record of the entire services in OpenGL ES 3.0 in addition to all the varieties, operators, qualifiers, built-ins, and capabilities within the OpenGL ES Shading Language.

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Additional info for OpenGL ES 3.0 Programming Guide (2nd Edition)

Example text

For the devices targeted by OpenGL ES, minimizing memory footprint is an important design criterion. x support no longer need to include this driver. 0 EGL OpenGL ES commands require a rendering context and a drawing surface. The rendering context stores the appropriate OpenGL ES state. The drawing surface is the surface to which primitives will be drawn. The drawing surface specifies the types of buffers that are required for rendering, such as a color buffer, depth buffer, and stencil buffer.

0 made it optional whether the driver would support online compilation of shaders. The intent was to reduce the memory requirements of the driver, but this achievement came at a major cost to developers in terms of having to rely on vendor-specific tools to generate shaders. 0, all implementations will have an online shader compiler. •• Non-square matrices—New matrix types other than square matrices are supported, and associated uniform calls were added to the API to support loading them. Non-square matrices can reduce the instruction count required for performing transformations.

Appendix B—Built-In Functions Appendix B provides a reference for all of the built-in functions available in the OpenGL ES Shading Language. Appendix C—ES Framework API Appendix C provides a reference for the utility framework we developed for the book and describes what each function does. 0 Reference Card, copyrighted by Khronos and reprinted with permission. 0, along with all of the types, operators, qualifiers, built-ins, and functions in the OpenGL ES Shading Language. Example Code and Shaders This book is filled with example programs and shaders.

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